my first few hours of Project reality 0.809

General discussion of the Project Reality: BF2 modification.
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baptist_christian
Posts: 266
Joined: 2007-06-20 21:51

my first few hours of Project reality 0.809

Post by baptist_christian »

so, overall, I think project reality 0.8 is fantastic improvement over .756, but there are a couple issues which are sort of annoying, but in the grand scheme of things they don't amount to too much.

The first issue is the scope issue. it seems to take forever for the soldier to put his eyes on teh ACOG and SUSAT scope which is really annoying because I cannot switch from getting decent panorama to a soda-straw view of the action at will. though I have never fired a scoped gun (I've never even held one), so I can't say for sure whether it actually takes this long to use a scope

my second issue was the insurgency gameplay on Basra, namely how it was incedibly boring. I don't think I even saw a british soldier in my 15-30 minutes of gameplay, let alone shot at one. in 0.756, insurgency gameplay was absolutely fantastic.

though the gameplay on korengal valley was pretty intense at times.

my third and absolute biggest issue was with the grenade launchers. I think this was the one change where the devs screwed up BIG TIME.

as you should all know, the grenades from a grenade launcher have to travel 30-40 meters in order to explode. this is incredibly annoying because enemies are only rarely that far away in insurgency mode, and this makes it impossible to use my GL to clear a room in house-to-house fighting.

though, I must say, it was overall great. great work devs.
Wolfe
Posts: 1057
Joined: 2007-03-06 03:15

Re: my first few hours of Project reality 0.809

Post by Wolfe »

baptist_christian wrote:as you should all know, the grenades from a grenade launcher have to travel 30-40 meters in order to explode. this is incredibly annoying because enemies are only rarely that far away
Then don't request the kit. It's designed as long-range area effect weapon.

It was annoying when a grenadier would kill entire squads just by shooting at his feet on the run... on his own... with a 1 second reload...
gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: my first few hours of Project reality 0.809

Post by gazzthompson »

baptist_christian wrote: The first issue is the scope issue. it seems to take forever for the soldier to put his eyes on teh ACOG and SUSAT scope which is really annoying because I cannot switch from getting decent panorama to a soda-straw view of the action at will. though I have never fired a scoped gun (I've never even held one), so I can't say for sure whether it actually takes this long to use a scope

slow gameplay = win, but i believe its not only representing bring the scope up, but lining the target up aswell, which in vbf2 your player is uber 1337 at this.

my second issue was the insurgency gameplay on Basra, namely how it was incedibly boring. I don't think I even saw a british soldier in my 15-30 minutes of gameplay, let alone shot at one. in 0.756, insurgency gameplay was absolutely fantastic.

influx of noobs = poor gameplay

though the gameplay on korengal valley was pretty intense at times.

hell yea :D


my third and absolute biggest issue was with the grenade launchers. I think this was the one change where the devs screwed up BIG TIME.

as you should all know, the grenades from a grenade launcher have to travel 30-40 meters in order to explode. this is incredibly annoying because enemies are only rarely that far away in insurgency mode, and this makes it impossible to use my GL to clear a room in house-to-house fighting.

tbh, why would you EVER shoot a GL room to room ? i mean come on... the risk..

though, I must say, it was overall great. great work devs.
well said :P
black text is black
Grasli
Posts: 162
Joined: 2007-02-13 18:05

Re: my first few hours of Project reality 0.809

Post by Grasli »

The GL rocks in v0.8. Great improvement! :D
Ahh, M16A4 w/M203 is so sexy.. ;)
baptist_christian
Posts: 266
Joined: 2007-06-20 21:51

Re: my first few hours of Project reality 0.809

Post by baptist_christian »

gazzthompson wrote:black text is black
my problem is that say you are in a city, and some guys are using a house as a make-shift fortress. it is incredibly inconvenient that I must move away from the house, and then do the impossible task of putting a grenade in the house.
Dogness
Posts: 7
Joined: 2008-08-05 08:47

Re: my first few hours of Project reality 0.809

Post by Dogness »

baptist_christian wrote:my problem is that say you are in a city, and some guys are using a house as a make-shift fortress. it is incredibly inconvenient that I must move away from the house, and then do the impossible task of putting a grenade in the house.
I believe that the idea behind the grenade launcher it to handle distances that you cannot throw a grenade.
JohnnyRaygun
Posts: 44
Joined: 2008-08-08 13:27

Re: my first few hours of Project reality 0.809

Post by JohnnyRaygun »

I had a similar experience in Ramiel. The first and only time playing that map (44 people in the server) I engaged 4 people in an hour. Incredibly boring, but I believe it was because there was a giant flow of n00bs so I'll wait to judge.

As for the .8 GL's I LOVE them, I am a 40mm sniper now with those sights! And why would you shoot a grenade into a room? Same reason you'd throw a grenade into a room...to clear it. Standard practice irl actually.

Animations are great, maps are great, I played .8 for about 7 hours straight before the sun coming up ttold me to go to bed :P
Objurium
Posts: 33
Joined: 2007-09-26 05:39

Re: my first few hours of Project reality 0.809

Post by Objurium »

If you've ever used an ACOG or SUSAT, you know how terrible the eye relief is on them.
Skodz
Posts: 791
Joined: 2007-05-26 06:31

Re: my first few hours of Project reality 0.809

Post by Skodz »

I am also a little confused with the new scope delay... We are kinda screwed when we are shot at from a far because by the time we zoom to see what is shooting at us, we are dead.

But I guess this is what Dev were looking for.

We'll have to adapt to new gameplay.

I understand we must wait for people to adapt to the new version in order to experience the full 0.8 experience.
maz.uk
Posts: 244
Joined: 2007-07-30 10:08

Re: my first few hours of Project reality 0.809

Post by maz.uk »

from wot iv played its very good :) yea the big city map i had the same 3 kills in an hour but think a lot of players at the min are just getting there heads around the new system ,im not sure about the running distance ,think the scope is great ,medic is now great just need guys not to tap out , good job devs woz worth the wait :)
flem615
Posts: 358
Joined: 2008-04-29 22:30

Re: my first few hours of Project reality 0.809

Post by flem615 »

Skodz wrote:I am also a little confused with the new scope delay... We are kinda screwed when we are shot at from a far because by the time we zoom to see what is shooting at us, we are dead.
thats a huge point in the game. you cant just wip out your scope and snipe people anymore. you actually have to cover each other. an entire squad cant just all dash across a street. you have to cover. that one guy ready with his scope can put immediate fire on anything threatening the squad.
ReadMenace
Posts: 2567
Joined: 2007-01-16 20:05

Re: my first few hours of Project reality 0.809

Post by ReadMenace »

Objurium wrote:If you've ever used an ACOG or SUSAT, you know how terrible the eye relief is on them.
Watch this guy, he has promise. 8-)

-REad
Japub
Posts: 237
Joined: 2007-08-28 16:02

Re: my first few hours of Project reality 0.809

Post by Japub »

baptist_christian wrote: as you should all know, the grenades from a grenade launcher have to travel 30-40 meters in order to explode. this is incredibly annoying because enemies are only rarely that far away in insurgency mode, and this makes it impossible to use my GL to clear a room in house-to-house fighting.

though, I must say, it was overall great. great work devs.

A real life grenade launcher isn't really used as it has been in earlier updates. Usually when the grenade explodes it kills everything within 5m. And those standing 10 or 20m away are most likley to get hit by splinter.

The 30-40m travel is a bit unrealistic, the one I have in the army triggers after 11m. But maybe that has to do with the BF engine and that 11m in game doesn't really look like 11m IRL. I dunno.

But the thing that IS realistic is that there is a few meters the grenade has to go before getting triggered. Now it's more like a mid-range weapon used to suppress/kill the enemy before going in with rifles.
random pants
Posts: 205
Joined: 2007-04-21 21:48

Re: my first few hours of Project reality 0.809

Post by random pants »

[R-CON]Wolfe wrote:Then don't request the kit. It's designed as long-range area effect weapon.

It was annoying when a grenadier would kill entire squads just by shooting at his feet on the run... on his own... with a 1 second reload...
Yea, I was that guy wiping out squads on the run with my GL. Really miss it....
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